CRPG Analyzer: A checklist for computer role-playing games

Diablo 3


game-329.gif
Classification: CRPG Subgenre
Subgenre: Rogue-like, Action, Hack & Slash

Design: Clean, High Fantasy
Theme: Good vs. Evil
Setting: Metaphysical Place, Mythic
Combat Style: Real-time, Pauseable Real-time
Reward System: Experience
Play Style: Single-player, Multi-player
Multiplayer: Online Co-Op, Co-Op Campaign, Drop-In / Drop-Out, PvE
Point of View: Isometric
Camera: Tracking
Color Palette: Whimsical
Control: AI Control
Voice Acting: Fully Voiced
Character Backstory: Predefined
Playtime: 40-60 hours
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No -- Pick one of 5 classes, enter name, go.
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes -- Different skills for different purposes, pretty important in later difficulty levels.
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) No -- Depends. In campaign mode, no: You simply move from area to area. In adventure mode: maybe.
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes -- There are some levers and stashes.
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes -- There can be environmental damage you'd better avoid, like flamethrowers or poisonous blood.
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes -- Need to get stronger to get past bad buddies (campaign) or unlock later game areas (adventure).
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. No -- Just click and listen.
  • SS3: Some of those choices have consequences. No
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) No -- Everyone tells you what you need to do.
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Diablo 3 belongs to a CRPG Subgenre. See tags below.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. Yes
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. No
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. No -- Character development is completely combat-focused.
Interactivity
  • You can create combos with spells or abilities. Yes -- The monk as a few sort-of combo skills, although in practice it's very limited.
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. Yes -- Some abilities let you get out of a frozen state.
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes -- You don't need to in earlier levels, but you do as difficulty levels increase.
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. No
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. No -- Not really. You basically move from entry to exit in each level.
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. No
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. No -- Character development is completely combat-focused.
  • (Story) You can find and recruit new party members or tame pets. Yes -- Three different companions in single-player mode.
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. No
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No -- There's only a single tavern in the first act.
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes -- You regularly destroy stuff in the environment while passing through. Not your own items though.
  • You can repair items. Yes -- Your equipment needs to be repaired regularly.
  • You can move items. No
  • You can combine or disaggregate items. Yes -- Items can have sockets for enhancement gems.
  • You can gather pieces of flora or fauna for later use. No
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) No
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) No -- This game is all about random items.
  • Items are thoroughly and interestingly described. Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) No
  • Some quests depend on each other. No
  • Some quests rule others out. No
  • Quests can be solved in more than one way. No
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) No
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options. No
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. Yes -- Three different companions in single-player mode.
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. No
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No -- There's only a single tavern in the first act.
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. No
  • State of the game changes in accordance with the player's actions. Yes -- ?
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) No
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes -- The main NPCs and your companions have quite interesting background stories.
  • NPCs or party members interact with each other. Yes -- Your companions sometimes talk to each other.
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. No
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. No
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) No
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. No
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No -- Cover would just get in the way of steady monster slashing.
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. Yes -- Health globes can spawn that need to be sucked in.
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. Yes
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.61 : 0.66 : 0.42
Gameplay Focus: Choice : Interactivity : Immersion = 0.47 : 0.55 : 0.66
Combat Focus: Units : Environment : Scenarios = 0.60 : 0.40 : 0.57


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Fast
  • FC3: Is there auto-leveling of some sort? Yes -- Some stats increase automatically when you level up.
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? Yes
  • FE4: Is there a quest compass? Yes
  • FE5: How much realism is there? Little
  • FE6: How much looting is in the game? Much
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Linear
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal -- Very easy in the beginning, with lots of harder difficulties.
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Little
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Much -- Even the bosses explain to you everything they have planned.
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Good
This fact sheet was created using CRPG Analyzer 1.02 Beta.


Diablo 3: light on CRPG elements across the board. It's all about the hack, the slash, the item finding and the character tweaking. Lots of fun, though!



This review was a little more difficult than previous ones because there was some abstraction involved.

I regularly have problems with this NtH element (story):
State of the game changes in accordance with the player's actions.
Any way we could make clearer what that means? Are there some examples for games where it does or doesn't fit?
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486

Deus Ex: Human Revolution


game-29.gif
Classification: CRPG Subgenre
Subgenre: Adventure, Action, Shooter, Sneaker

Design: Gritty, Cyberpunk
Theme: Philosophy
Setting: Real World, Urban, Futuristic
Combat Style: Real-time
Reward System: Experience
Play Style: Single-player
Point of View: 1st-person
Color Palette: Subdued
Control: Full Control
Voice Acting: Fully Voiced
Character Backstory: Predefined
Playtime: 20-40 hours
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes -- You can only equip different types of weapons. Weapons can be upgraded.
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes -- Barely. The only other item type is Software you can use in hacking. But you can move crates etc.
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No -- Your character is predefined an can be customized during play.
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. Yes
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes -- I'm guessing yes.
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Deus Ex: Human Revolution belongs to a CRPG Subgenre. See tags below.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. No -- You are Adam Jenson.
  • You can choose a gender. No
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes -- Indirectly. You can play as a good agent or bad agent.
  • You can choose abilities. Yes
  • You can choose spells. No -- No magic in this game.
  • You can modify primary stats. No
  • Lots of different equipment is available. No -- Some weapons, primarily.
  • Lots of different spells or abilities are available. No -- Not that many, but they do make a difference in how you play the game.
  • Abilities can unlock or block others or branch. Yes
  • Character classes or development paths can be changed during the game. Yes -- You're always free to pick what you want.
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Story) Unique items are in the game or can be made. No
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes -- The game is designed around having different paths for everything.
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes -- Reaching some places requires specific skills.
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes -- There are no stats as such, but you can use skills to increase your strength, in a way.
  • Your character's afflictions can be cured by using spells or abilities. No -- Are there even any special afflictions?
  • You can rest or sleep. No -- Augments don't need sleep. They regenerate automatically.
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No -- There's no armor as equipment.
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. No
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) No
  • Your characters can eat or drink. Yes -- Consuming energy bars restores... energy.
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes -- Distinctive paths for every goal.
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No -- You move in medium-sized areas. Unimportant locations can't be reached.
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes -- The game is designed around having different paths for everything.
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes -- Reaching some places requires specific skills.
  • (Story) You can find and recruit new party members or tame pets. No
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • You can gain money. Yes -- Trading is very limited.
  • You can interact with items. Yes
  • You can break or destroy items. Yes -- Not items, but you can break some walls as part of the gameplay, or windows.
  • You can repair items. No
  • You can move items. Yes -- Part of the gameplay.
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. No
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. Yes -- You've got your own apartment.
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) No
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes -- Not much of an economy in the game, though.
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Character) Unique items are in the game or can be made. No
  • (Exploration) You can find and recruit new party members or tame pets. No
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. Yes
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) Yes
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. No
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) No
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) No
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) Yes
  • Terrain can be manipulated (➙ e.g. you can create barriers.) Yes
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. Yes
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) No
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. Yes -- It makes a difference whether you kill somebody or just knock them out.
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.49 : 0.73 : 0.76
Gameplay Focus: Choice : Interactivity : Immersion = 0.63 : 0.59 : 0.76
Combat Focus: Units : Environment : Scenarios = 0.50 : 0.70 : 0.57


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? Yes
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? N/a
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? Yes
  • FE4: Is there a quest compass? Yes
  • FE5: How much realism is there? Much
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? No
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Ok
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Some
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? Yes
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Not so good
This fact sheet was created using CRPG Analyzer 1.02 Beta.


This game barely made it as a CRPG-ish game due to ME2: "You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters)". The only different item types you can pick up are weapon mods and software stuff used during hacking.

I was surprised to see how little character development options there are. The original Deus Ex was a bit more varied, if my memory isn't clouded. All in all the game focuses on different exploration and story paths and barely on character development; so I added the tag "Adventure".
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486
State of the game changes in accordance with the player's actions.

In other words:

Your actions/choices have consequences that are reflected by the game:
Gameworld: A destroyed bridge, a jammed door, a felled tree etc.
Factions: You are hero of a faction, your are banned, neutral etc.
Story: Some Story paths are closed, some others are open due to your actions
 
Joined
Oct 18, 2006
Messages
19,818
Location
Germany
Hehe, yeah.

I did let Myrthos "alpha test" the analyzer a day before the beta release and he was completely bored by the time he reached the end of step 2. :D
Yeah, that was somewhat after I mentioned that you guys are nuts :)
 
Joined
Aug 30, 2006
Messages
11,223
Here's a nice border-line case:





Rollers of the Realm


game-786.gif
Classification: CRPG Subgenre
Subgenre: Arcade

Design: Clean, High Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Medieval
Combat Style: Real-time
Reward System: Experience
Play Style: Single-player
Point of View: Isometric
Camera: Fixed
Color Palette: Whimsical
Control: Full Control
Voice Acting: Fully Voiced
Character Backstory: Predefined
Playtime: 10-20 hours
Funding model: Indie





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes -- You control several different pinball balls, though only one at a time.
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes -- Indirectly: Character stats can be increased via in-game item purchases.
  • MC3: You can equip items to enhance character stats or abilities Yes -- Items can be bought.
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes -- Undeveloped character are just too weak in later levels.
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes -- There are different areas to travel to and secrets to be found.
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes -- You can find some items; there is 'sort of' an inventory: purchased items simply get activated.
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes -- NPCs you find usually join your party or want to kill you.
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes -- Your party members provide you with goals and quests.
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes -- Charming little fantasy story.
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No -- All characters are pre-defined.
  • SC2: Pre-planning is required for character development No -- Not really. Mostly your characters level automatically on pre-defined development paths.
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes -- Tactical use of characters and their abilities is a requirement in later levels.
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes -- NPCs = party members; interaction is pre-defined, though.
  • SE2: You can choose a path (➙ there is at least some branching.) Yes -- Some chapters let you choose which area to go to first.
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes -- It's pinball with all its bells, whistles and touch plates.
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes -- Limited, but sometimes you have to figure out how to progress through locked doors or paths.
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes -- See above.
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) No -- You don't really "interact"; dialogue is pre-defined.
  • SS2: You can make choices in those interactions. No
  • SS3: Some of those choices have consequences. No
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) No
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes -- Six different characters / classes, each with unique combat abilities and stats.
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes -- You need to juggle characters in later levels.
Rollers of the Realm belongs to a CRPG Subgenre. See tags below.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. No
  • You can choose a gender. No
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. No
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. No
  • You can choose spells. No
  • You can modify primary stats. No -- Indirectly by purchasing items.
  • Lots of different equipment is available. No
  • Lots of different spells or abilities are available. No
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. Yes
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) No
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes -- The knight ball is too fat to fit through some narrow passages; need to use the thief for those.
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. No
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. No
  • Your character's afflictions can be cured by using spells or abilities. No
  • You can rest or sleep. No
  • Stats can limit in some way what you can equip or carry. No
  • You can control party members or pets like your main character. Yes
Immersion
  • You need to specialize (➙ can't have everything.) Yes -- Characters are specialized and are needed in specific situations.
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. No
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) No
  • Your characters can eat or drink. No
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes -- The knight ball is too fat to fit through some narrow passages; need to use the thief for those.
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. No
  • (Story) You can find and recruit new party members or tame pets. Yes
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes -- Some secrets to be found.
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. No
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) No
  • Inventory size is limited. No
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) No -- Some rats and bats.. but they suck your mana, so they are hostile.
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) No
  • Looting makes sense (➙ no shield on a dead wolf.) No -- No looting from defeated enemies in this game.
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) No
  • Time affects the game world (➙ e.g. some things are only available at night.) No
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) No
  • Some quests depend on each other. No
  • Some quests rule others out. No
  • Quests can be solved in more than one way. No
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) No
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options. No
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) No
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. Yes
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes -- Some secrets to be found.
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. Yes -- Conversations are pre-defined.
  • There are many side quests. No
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) No
  • NPCs or party members are well developed (➙ expansive background stories, etc.) No
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) Yes -- Very basic, though.
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. No
  • Your main character is defined. Yes
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. Yes
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. No
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) No
  • Movement-focused special abilities are available. No
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) No
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. No
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. No
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes -- There's backstabbing.
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. Yes
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes -- Your ball can fall off the level.
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes -- Collect gold, explore, get to the exit, defeat enemies, etc.
  • Combat can have side objectives aside from "win/loss". Yes
  • Characters don't die immediately but can be revived during combat. Yes
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. No
Roleplay Focus: Character : Exploration : Story = 0.29 : 0.61 : 0.39
Gameplay Focus: Choice : Interactivity : Immersion = 0.27 : 0.45 : 0.54
Combat Focus: Units : Environment : Scenarios = 0.50 : 0.40 : 0.57


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? Yes
  • FC4: Is the character advancement process satisfying and rewarding? No
  • FC5: Is the magic system (if included) well-balanced? N/a
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? No -- Not necessary.
  • FE2: Is Fast Travelling available? Yes
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? Yes
  • FS2: How linear is the game? Linear
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes -- If you want to come fully prepared to the final battle.
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal
  • FD2: Can difficulty be adjusted? No
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Little -- You can always just retry levels.
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Some
7. Gameplay Features

  • FG1: Are there Easter Eggs? No
  • FG2: Are there minigames? No
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Not so good -- First levels are perfect, but near the end you need to grind.
This fact sheet was created using CRPG Analyzer 1.02 Beta.

Of particular interest are MC2 and MC3

MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …)
MC3: You can equip items to enhance character stats or abilities
I answered both with "yes", but it's not clear. You can buy items that increase certain character stats, which are sort of activated (= equipped) on purchase. So MC3 would be yes, in a way. They are, however, the only way to increase your characters' stats, although you do have to pick and choose in the beginning. Indirectly they are a result of exploration/combat/exp/gold, so I would argue that yes, you can progressively develop your characters.

In this case, MC2 and MC3 are very much tied to each other. Good enough in the case of this game?
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486
Your problems with MC2 are a good thing! Because this game is a borderline CRPG - a pinball game with many CRPG elements.
In such cases make a comment on MC2 and everything is fine.

A lot of Should Have conditions are not fulfilled, too. So it belongs definitely to a subgenre. Maybe an Arcade CRPG?
 
Joined
Oct 18, 2006
Messages
19,818
Location
Germany
"Arcade CRPG" has a nice ring to it, IMO. Two questions though: 1) what are the defining features? and 2) wouldn't it be a bit redundant with Action (real-time combat) + Puzzle?

Are there other Arcade RPGs or is this the first (along with Pinball Quest that has been mentioned)?

Actually, wikipedia answers the first question:
The term "arcade game" is also used to refer to an action video game that was designed to play similarly to an arcade game with frantic, addictive gameplay.[1] The focus of arcade action games is on the user's reflexes, and the games usually feature very little puzzle-solving, complex thinking, or strategy skills. Games with complex thinking are called strategy video games or puzzle video games.
 
Joined
Aug 30, 2006
Messages
3,486

World of Warcraft


game-40.gif
Classification: CRPG Subgenre
Subgenre: Action

Design: Bright, Clean, High Fantasy, Arcanepunk
Theme: Good vs. Evil
Setting: Alternate World, Medieval
Combat Style: Real-time
Reward System: Experience
Play Style: Massive Multi-player
Multiplayer: Online Co-Op, Co-Op Campaign, Drop-In / Drop-Out, PvE, PvP
Point of View: 1st-person, 3rd-person
Camera: Tracking, Interactive
Color Palette: Dazzling
Control: AI Control
Voice Acting: Partially Voiced
Character Backstory: Free-form
Playtime: Unlimited
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. No -- NPCs talk, you listen and accept their quests. Sometimes you can ask questions.
  • SS3: Some of those choices have consequences. No
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) No
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes -- The story is different based on your side (Horde/Alliance) and you can join factions.
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
World of Warcraft belongs to a CRPG Subgenre. See tags below.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. Yes
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes -- You can choose a main faction (Horde or Alliance.)
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes -- Indirectly through equipment.
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. Yes
  • Character classes or development paths can be changed during the game. Yes
  • You can have pets as party members. Yes -- Only for hunters or warlocks.
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes -- It matters to some NPCs which faction you belong to.
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes -- Horde vs. Alliance
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes -- Gathering professions limit the type of ingredients you can find.
Interactivity
  • You can create combos with spells or abilities. Yes
  • Your character's stats can be modified by using spells or abilities. Yes -- Lots of buffs.
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes
  • Stats can limit in some way what you can equip or carry. Yes
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. Yes
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) Yes
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. Yes
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes -- Horde vs. Alliance
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes -- Gathering professions limit the type of ingredients you can find.
  • (Story) You can find and recruit new party members or tame pets. Yes
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes
  • You can repair items. Yes
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. No -- You can bind to a sort of home-town-tavern, though.
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) No
  • Looting makes sense (➙ no shield on a dead wolf.) No
  • Items are thoroughly and interestingly described. Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) Yes
  • Time affects the game world (➙ e.g. some things are only available at night.) No
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. No
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) No
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes -- It matters to some NPCs which faction you belong to.
  • (Character) Char development choices can affect available dialogue options. No
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. Yes
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) No
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes -- Very rich setting.
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. Yes -- Most just stand there, but some go around and do stuff.
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. No
  • There are memorable antagonists. Yes
  • Your main character is defined. No
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) Yes -- Aggro range is affected the level difference between character and enemy.
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) No
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) Yes -- Line of Sight plays a role.
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. Yes
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. Yes
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.95 : 0.85 : 0.71
Gameplay Focus: Choice : Interactivity : Immersion = 0.87 : 0.86 : 0.80
Combat Focus: Units : Environment : Scenarios = 0.80 : 0.70 : 0.57


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? Yes
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? Yes
  • FE3: Are there quest markers? Yes
  • FE4: Is there a quest compass? No -- Not by default, IIRC. Can be added with mods.
  • FE5: How much realism is there? Little
  • FE6: How much looting is in the game? Much
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Non-linear
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Little
  • FD5: How good is the AI? Good
  • FD6: How much handholding is there? Much
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? Yes
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Not so good -- Depends.. it's an MMO with lots of grinding and it's never over.
This fact sheet was created using CRPG Analyzer 1.02 Beta.


Surprise, surprise! WoW is not a full-fledged CRPG. It's linear dialog/quest structure reduce it to "just" a CRPG subgenre. Although all in all it does offer an incredible amount of features across the board.
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486
"Arcade RPG" sounds right. "Action RPG" to me is a more general category of which "Arcade RPG" is a specialization. Ooops, sorry. Have gone object-oriented on you. ;)

Arcade RPG is a subset of Action RPG.

Puzzles aren't required, but are an orthogonal property, to me at least. An Arcade or Action RPG may also be Puzzler, too.
 
Joined
Aug 18, 2008
Messages
15,679
Location
Studio City, CA
Added. I also wrote lots of descriptions for tags that didn't have any. Only those for setting tags are still empty. Here's the current status in text form:


The CRPG Analyzer (Version 1.01)

The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.
Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a Should Have condition is not fulfilled.

So we have these scenarios to reflect the broadness of the genre:

  • At least one Must Have condition is violated => the game is not a CRPG.
  • All Must Have conditions are fulfilled => the game is at least CRPG'ish or a CRPG light.
  • All Must Have and some Should Haves conditions are fulfilled => the game is a CRPG that needs to be further qualified with (subgenre) tags and/or reviewer comments.
  • If all necessary Must Have and all Should Have conditions are fulfilled there's no further discussion necessary => the game is a true CRPG.
Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.


The Checklist:

Must-Have

Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
C1. You can control and role-play one or more unique characters (-> avatar or party, not only uniform units.)
C2. You can progressively develop character stats or abilities (-> e.g. through an in game value gained by quests etc.)
C3. You can equip items to enhance character stats or abilities
C4. Stat checks are required (-> you need to develop your character in order to progress and finish the game)

Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
E1. You can find new locations
E2. You can find and collect items (-> There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters)
E3. You can find information sources (-> e.g. NPCs, entities, objects that provide info)

Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
S1. You can get information from information sources (-> e.g. hints, goals, quests, skills, spells, training, …)
S2. You can follow quests (-> there is at least one main quest)
S3. You can progress through connected events (-> you play your character's role)


Should-Have

Chardev
C5. You can create your characters
C6. Pre-planning is required for character development
C7. Tactical use of abilities is required (-> Primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.)

Exploration
E4. You can find NPCs (-> Non-player characters who you can interact with)
E5. You can choose a path (-> there is at least some branching)
E6. You can interact with the game world (-> e.g. you can pull levers, push buttons, open chests, hack computers … appropriate to the game's setting)
E7. The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (-> e.g. weather, traps, closed doors, poisoned areas, …)
E8. Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (-> e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …)

Story
S4. You can interact with information sources (-> e.g. NPC conversations, riddle statue questions, …)
S5. You can make choices in those interactions
S6. Some of those choices have consequences
S7. Thinking is required in order to progress (-> e.g. irreversible choices, moral dilemma, riddles, …)
S8. The story is influenced by your decisions and your characters' actions and stats or abilities

Combat
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
F1. Combat is influenced by character stats or abilities (-> e.g. amount of damage, chance to hit, weapon access, …)
F2. Combat involves random elements (-> e.g. game internal dice rolls)
F3. Combat provides some challenge (-> e.g. requires preparation, use of tactics or environment)
Tags are computer game tags that qualify the CRPG label even further:

A game is a CRPG if it fulfills all Must-Have and Should-Have conditions.
  • MMO: Many players are questing simultaneously online.
  • CRPG: All Must-Have and Should-Have conditions are fulfilled.
  • CRPG Subgenre: All Must-Have conditions are fulfilled, but not all Should-Haves.
  • Non-CRPG: Not all Must-Have conditions are fulfilled.
What is the type of gameplay?
  • Linear: Exploration options are very limited. It feels like you are on rails most of the time.
  • Tactical: The game puts an emphasis on player tactical skill over character skill, often multiple squads (party splitting) are possible.
  • Rogue-like: The main emphasis of the game are on Exploring and Character Development, less on Story. Often features permanent death if a character dies and random generated levels.
  • Thief-like: Combat is possible, avoiding it with stealth is better, thief-skills are essential (lock picking, ambush, hiding, sneaking, …)
  • Non-Combat: The game features no combat.
  • Open World: There are no or little restrictions to movement, exploration and interaction near the beginning of the game.
  • Sandbox: The game can go on forever with no clear end goal and leans more towards simulation rather than story.
  • Action: The combat is real time without pause.
  • Adventure: The main emphasis of the game is on Exploring and Story, less on Character Development.
  • Arcade: Action game with frantic, addictive gameplay. The focus is on the user's reflexes rather than puzzle-solving, complex thinking, or strategy skills.
  • Dungeon Crawler: Closed environment where a lot of content is organized around dungeon interaction (traps, levers, buttons, teleports, riddles…) rather than story.
  • Hack & Slash: Many enemies, most of them easy to kill, respawning of enemies, much loot.
  • Puzzle: The game's main emphasis are puzzles.
  • Shooter: Combat is mostly ranged and requires hand eye coordination and reflexes from the player.
  • Strategy: Additional troop (not your party) management available.
  • Sneaker: Combat is possible, avoiding it with stealth is better.
What is the overall look and style of the game or its structural conventions?
  • Bright: The game features a happy, uplifting atmosphere or a sense of wonder and awe.
  • Clean: The game has a very clean, stylized or idealized look and feel.
  • Dark: The game features a dark, gloomy atmosphere or a sense of horror and dread.
  • Gritty: The game has a harsh, coarse, rough and unrefined quality to it, portraying life as it truly is (or worse), without false distortions, stylizations, or idealizations.
  • Arcanepunk: Refers to a fantasy world in which both magic and science exist in parallel and are of mostly equal value.
  • Cyberpunk: Sci-fi in a near-future setting. Focus on high tech and low life. Features advanced science, such as information technology and cybernetics, coupled with a degree of breakdown or radical change in the social order.
  • Fables & Fairy Tales: Fables feature animals with human qualities; Fairy tales typically features European folkloric fantasy characters, such as dwarves, elves, fairies, giants, gnomes, goblins, mermaids, trolls, or witches, and usually magic or enchantments.
  • High Fantasy: Works with supernatural and magic elements for the plot. The most popular imaginary worlds use a medieval setting and often copy from J.R.R. Tolkien's book Lord of the Rings. Usually epic in nature.
  • Low Fantasy: Closer to realistic fiction than to myth. Magic or the fantastic exist, but are secondary to the primary historical context of the game. Less epic in nature than High Fantasy and more about personal stories. Includes Sword & Sorcery or Heroic Fantasy.
  • Realistic: No fantasy themes, probably based on Earth.
  • Sci-Fi: In this futuristic setting imaginary technology is used for space and time travel and the discovery of the universe. The contact with extraterrestrial life so called aliens leads to adventures, conflicts and challenges of all kind.
  • Steampunk: Sci-fi theme that typically features steam-powered machinery, especially in a setting inspired by industrialized Western civilization during the 19th century.
  • W-RPG: Relatively realistic colors and graphics, character backgrounds are often left to the player's imagination. Western style CRPG.
  • J-RPG: Manga Style graphics, often turn based combat, usually focus on defined characters and an emotional story, Eastern style CRPG.
What is the central topic treated by the game?
  • Cloak & Dagger: Involves intrigue, secrecy, espionage, or mystery.
  • Coming-of-Age: Focus on the psychological and moral growth or transition of a protagonist from youth to adulthood. Personal growth and change is an important characteristic, which relies on dialogue and emotional responses, rather than action.
  • Eroticism: Quality that causes sexual feelings, as well as a philosophical contemplation concerning the aesthetics of sexual desire, sensuality and romantic love.
  • Exploration & Discovery: Focus on expeditions and the exploration of the unknown. To boldly go where no one has gone before.
  • Good vs. Evil: Concerns the conflict between good and evil forces.
  • Hero's Journey: "A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons (..)."
  • Horror: Intended to, or has the capacity to frighten, scare, or startle its players by inducing feelings of horror and terror.
  • Humor & Comedy: Intended to be humorous or to amuse by inducing laughter.
  • Military: Most of the characters are in the military, the focus is on the life of soldiers.
  • Paranormal: Involves phenomena from popular culture or folklore whose existence is described to lie beyond normal experience or scientific explanation.
  • Philosophy: Deals with general and fundamental problems, such as those connected with reality, existence, knowledge, values, reason, mind, and language.
  • Politics: Deals with influencing other people on a global, civic or individual level, Governance, or power struggles between communities.
  • Religion & Spirituality: Includes subjective experience and psychological growth, or personal transformation in accordance with religious ideals.
  • Romance: Focus on passion, emotion, and the affectionate romantic involvement of the main characters and the journey that their genuinely strong, true and pure romantic love takes them through dating, courtship or marriage.
  • Superhero: Features heroes possessing extraordinary talents, supernatural phenomena, or superhuman powers and are usually dedicated to protecting the public.
  • Survival: Focuses on survival of the character and is often trying to scare the players (in case of Survival Horror.)
  • Swashbuckling: Pirates or swordsmen displaying courage, swordfighting skill, resourcefulness, chivalry and a distinctive sense of honor and justice.
  • Vampires: Concerned principally with the subject of vampires.
  • Weird: Speculative fiction that encompasses the ghost story and other tales of the macabre, often blending the supernatural, mythical, and even scientific.
  • Wuxia: Concerns the adventures of usually chivalric martial artists.
  • Zombies: Concerned principally with the subject of zombies.
When and where does the game take place (e.g. Era, World, Landscape and Culture?)
  • (World)
  • Real World:
  • Alternate World:
  • Metaphysical Place:
  • Crossworld:
  • (Landscape)
  • Urban:
  • Sylvan:
  • Jungle:
  • Maritime:
  • Desert:
  • Wasteland:
  • Dungeon:
  • Space:
  • Winter / Snow:
  • (Era)
  • Mythic:
  • Historical:
  • Alternate History:
  • Medieval:
  • Modern:
  • Futuristic:
  • Post-apocalyptic:
  • (Culture)
  • Asian:
  • Celtic:
  • Wild West:
Is the game real-time or turn-based?
  • Real-time:
  • Pauseable Real-time:
  • Time-based turns: Includes timed turns, ticks & rounds, active time battle and similar.
  • Turn-based: Includes simultaneously executed and clock-based turns, unit initiative and acting outside one's turn, special turns and phases.
How are players rewarded for their progression through the game?
  • Experience: Also known as level-based. Your characters gain experience for in-game activities and may advance in levels, allowing you to progress their skills and abilities.
  • Training: You can develop your characters' abilities by using them, e.g. the longer they hold a sword, the more proficient they will get with it.
  • Skill Points: Your character is awarded skill points for completing quests, which can be directly used to buy skills or attributes.
How many players can play the game?
  • Single-player: The game can be played by a single player.
  • Multi-player: The game can be played by a few players.
  • Massive Multi-player: The game can be played online by many players simultaneously.
Which multiplayer features does the game support?
  • Online Co-Op: Supports online co-op play.
  • Couch Co-Op: Supports local co-op play.
  • Combo Co-Op: Supports simultaneous local & online play.
  • Split Screen: Players have independent views.
  • Shared Screen: Players share the entire screen view.
  • Co-Op Campaign: Game features a story-based co-op mode.
  • Co-Op Modes: The game has a bonus co-op mode.
  • Drop-In / Drop-Out: The game supports drop-in/drop-out multiplayer.
  • LAN/System Link: Multiplayer is supported via LAN/System Link.
  • PvE: Player vs. Environment
  • PvP: Player vs. Player
  • RvR: Realm vs. Realm
What is the perspective? Where is the camera positioned?
  • 1st-person: The perspective is rendered from the viewpoint of the player character.
  • 3rd-person: The characters are shown from the outside.
  • Side: The game world is shown from the side.
  • Isometric: The gameworld is shown at an angle. Also 3/4 perspective or 2.5D.
  • Top Down: The game world is shown from the top.
  • God: The player can see the entire game world or large portions of it as an all-seeing force.
How does the camera move?
  • Fixed: The camera doesn't move at all.
  • Tracking: The camera follows the character's movements.
  • Interactive: The camera can be moved or rotated by the player.
How does the game look?
  • Subdued: Reduced color palette, e.g. tinted in one color.
  • Realistic: Colors look normal or like in real-life.
  • Whimsical: Colors have a slightly larger-than life quality to them.
  • Dazzling: Bright and very colorful graphics.
How many characters can you control?
  • Full Control: Full control over every party member's action in combat.
  • AI Control: You only control part of the party directly, others are controlled by AI while they may accept general commands.
Do you have to read or can you listen?
  • Fully Voiced: Voice output for virtually all dialog lines in the game, including all player characters and non-player characters.
  • Partially Voiced: Voice output for some dialog lines, e.g. the player character and/or important non-player characters.
  • Text Only: No voice output at all.
Are there defined characters or can you make them up yourself?
  • Predefined: The background of the PC is completely predefined.
  • Mostly predefined: The background of the PC is mostly predefined. You may select details from a list.
  • Selectable: You can select from a list of predefined backgrounds.
  • Free-form: The PC has no explicit character background.
How long does an average walk through the game usually take?
  • Up to 10 hours:
  • 10-20 hours:
  • 20-40 hours:
  • 40-60 hours:
  • Over 60 hours:
  • Unlimited:
  • Indie: Self-funding independent person or group.
  • Crowdfunding: Funding with crowdfunding methods (Kickstarter, IndieGoGo, …)
  • Publisher: Funding with the help of a Publisher.
1. Choice (13/13)

  • You can name your characters.
  • You can choose a gender.
  • You can choose looks or voice.
  • You can choose or create through play your own class, profession or race.
  • You can choose traits, alignment or disposition.
  • You can choose abilities.
  • You can choose spells.
  • You can modify primary stats.
  • Lots of different equipment is available.
  • Lots of different spells or abilities are available.
  • Abilities can unlock or block others or branch.
  • Character classes or development paths can be changed during the game.
  • You can have pets as party members.
2. Interdependence (6/6)

  • (Story) Character stats can change NPC disposition towards the PC.
  • (Story) Stats, abilities or spells can affect available dialogue options.
  • (Story) Unique items are in the game or can be made.
  • (Exploration) Stats, abilities or spells can affect available paths through the game world.
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world.
  • (Combat) Combat can be avoided due to stats (-> e.g. enemies flee.)
3. Interactivity (6/6)

  • You can create combos with spells or abilities.
  • Your character's stats can be modified by using spells or abilities.
  • Your character's afflictions can be cured by using spells or abilities.
  • You can rest or sleep.
  • Stats can limit in some way what you can equip or carry.
  • You can control party members or pets like your main character.
4. Immersion (8/8)

  • You need to specialize (-> can't have everything.)
  • You can create or choose a background story for your character.
  • You can tweak your character lots of times over the whole game.
  • You can wear normal clothes, not only armor.
  • Factions provide prizes for your deeds (-> e.g. houses, medals, ranks, …)
  • Magic is in the game in some form.
  • Your characters can be afflicted with negative status effects (-> e.g. diseases, fatigue, etc.)
  • Your characters can eat or drink.
1. Choice (4/4)

  • You can follow different paths to reach a goal.
  • You can reasonably go where you want.
  • You can return to previously visited locations.
  • There are few artificial borders, rare level loading.
2. Interdependence (6/6)

  • (Character) Char development choices can affect available paths through the game world.
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world.
  • (Story) You can find and recruit new party members or tame pets.
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations.
  • (Story) You can visit and make use of social locations (-> e.g. taverns, inns, marketplaces).
  • (Combat) Combat can be avoided through sneaking or gameworld manipulation.
3. Interactivity (10/10)

  • You can collect items (-> there is an inventory.)
  • You can trade items for currency and better equipment.
  • You can interact with items.
  • You can break or destroy items.
  • You can repair items.
  • You can move items.
  • You can combine or disaggregate items.
  • You can gather pieces of flora or fauna for later use.
  • You can craft equipment, spells or items (e.g. alchemy).
  • Inventory size is limited.
4. Immersion (9/9)

  • There is a place you can call home.
  • You can explore lots of unique, beautiful and interesting locations.
  • Locations can evolve or change (-> e.g. town / destroyed town)
  • There are non-hostile creatures (-> e.g. wildlife)
  • Types of creatures make sense in the area they are encountered in.
  • Creatures are wandering persistently (-> no random encounters).
  • Looting makes sense (no shield on a dead wolf.)
  • Time is measured (-> e.g. there is a day/night cycle).
  • Time affects the game world (-> e.g. some things are only available at night).
1. Choice (6/6)

  • You can reasonably do what you want when you want to do it (-> quest order doesn't matter much.)
  • Some quests depend on each other.
  • Some quests rule others out.
  • Quests can be solved in more than one way.
  • You can join factions, though not all at the same time.
  • You can make moral choices (or romance choices).
2. Interdependence (7/7)

  • (Character) Character stats can change NPC disposition towards the PC.
  • (Character) Char development choices can affect available dialogue options.
  • (Character) Unique items are in the game or can be made.
  • (Exploration) You can find and recruit new party members or tame pets.
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations.
  • (Exploration) You can visit and make use of social locations (-> e.g. taverns, inns, marketplaces).
  • (Combat) Combat can be avoided through dialogue.
3. Interactivity (6/6)

  • Dialogue is fleshed out (-> there are multiple options in one conversation).
  • There is more than one game ending.
  • You can have conversations with party members or take care of pets.
  • There are many side quests.
  • State of the game changes in accordance with the player's actions.
  • You can solve or create conflicts between factions.
4. Immersion (10/10)

  • Lore is provided (-> context, faction rules, laws, history, …)
  • There are different factions (races, groups, guilds).
  • NPCs or party members are well developed (-> expansive background stories, etc.)
  • NPCs or party members interact with each other.
  • NPCs have schedules.
  • There are surprises and twists.
  • The storyline is character-driven (-> character development within the narrative.)
  • There is a proper ending or sense of closure.
  • There are memorable antagonists.
  • Your main character is defined.
1. Character Development (9/9)

  • Combat can be avoided due to stats (-> e.g. enemies flee).
  • You can control at least six characters.
  • Your characters are specialized (-> different battlefield roles).
  • Enemies are specialized (-> require different tactics.)
  • Resource management is necessary.
  • Units have multiple attack options.
  • Delayed attacks are possible (-> counterattacks, attacks of opportunity, etc.)
  • Movement-focused special abilities are available.
  • Units have multiple resistance options (-> e.g. armor, elemental resistance, etc.)
2. Exploration (9/9)

  • Combat can be avoided through sneaking or gameworld manipulation.
  • You can get a good sense of space (-> e.g. there is a grid.)
  • Combat can start at variable distances.
  • Directional facing plays a role (-> e.g. more damage from behind, flanking).
  • Terrain is variable (-> e.g. natural choke points, cover, combat bonuses).
  • Terrain can be manipulated (-> e.g. you can create barriers).
  • There are elevation effects (-> e.g. combat bonuses from higher grounds.)
  • There can be zones or items on the battlefield that reward units who get there in time.
  • There can be Zones of Danger on the battlefield (-> e.g. environmental damage).
3. Story (6/6)

  • Combat can be avoided through dialogue.
  • Combat can have different win scenarios (-> e.g. keep NPC alive, defend town).
  • Combat can have side objectives aside from "win/loss".
  • Characters don't die immediately but can be revived during combat.
  • Decisions on the battlefield have character development consequences.
  • There are memorable bosses.
1. Interface

  • How often is gameplay interrupted with loading? (rarely, sometimes, often)
  • How would you rate the game's interface? (intuitive, clunky, …)
2. Difficulty

  • How difficult is the game? (easy, normal, hard)
  • Can difficulty be adjusted?
  • How balanced is trading? (good, not-so-good, bad)
  • How balanced is combat? (good, not-so-good, bad)
  • How much reloading is necessary to beat the game (little, some, much)
  • How good is the AI? (good, medium, bad)
  • How much handholing is there? (little, some, much)
3. Gameplay features

  • Are there Easter Eggs?
  • Are there minigames?
4. Exploration

  • Is Auto-Mapping available?
  • Is Fast Travelling available?
  • Are there quest markers?
  • Is there a quest compass?
  • How much realism is there? (little, balanced, much)
  • How much looting is in the game? (little, some, much)
5. Character Development

  • Are there useless skills?
  • How would you rate character progression? (fast, balanced, slow)
  • Is there auto-leveling of some sort?
6. Story

  • Does the story follow clichéd paths?
  • How linear is the game? (linear, network-like, non-linear)
  • How would you rate the suspense? (boring, gripping, fun, …)
  • Are there pre-selected options (choice is reduced)?
7. Combat

  • How much fighting is in the game? (little, some, much)
  • Grinding: Is filler combat necessary to develop your character?
 

Attachments

  • CRPG_Analyzer-1.01.txt
    29.9 KB · Views: 2
Last edited:
Joined
Aug 30, 2006
Messages
3,486
Good work!

-> please call Chardev in the Should-Have section Character Development, too :)
 
Joined
Oct 18, 2006
Messages
19,818
Location
Germany

Expeditions: Conquistador


game-505.gif
Classification: CRPG
Subgenre: Tactical, Open World, Adventure

Design: Gritty, Realistic
Theme: Exploration & Discovery
Setting: Real World, Historical
Combat Style: Turn-based
Reward System: Experience
Play Style: Single-player, Multi-player
Multiplayer: Shared Screen, LAN/System Link, PvP
Point of View: Isometric
Camera: Interactive
Color Palette: Realistic
Control: Full Control
Voice Acting: Text Only
Character Backstory: Predefined
Playtime: 20-40 hours
Funding model: Indie, Crowdfunding





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes -- Equipment is abstracted. You can assign equipment units to characters (weapons or armor).
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes -- You can create your main character in pick your followers.
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes -- Abstracted a bit: you can send your people to go fishing, pick up herbs etc.
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes -- Traps, barriers, lighting conditions etc. are an important part in combat.
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes -- Need to do the quests on Hispaniola first before you can go to the main land.
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. Yes
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes -- The game is very big on all things concerning story interaction.
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Expeditions: Conquistador is a CRPG.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. Yes -- Depends on which skills you focus on: Tactics, Diplomacy, Healing, Survival, Scouting, Leadership.
  • You can choose traits, alignment or disposition. Yes -- Several traits for your followers.
  • You can choose abilities. Yes
  • You can choose spells. No
  • You can modify primary stats. No -- There are no primary stats in this game.
  • Lots of different equipment is available. No -- Equipment is a resource that you distribute among your followers.
  • Lots of different spells or abilities are available. No
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes -- Your main abilities can make quite a difference.
  • (Story) Stats, abilities or spells can affect available dialogue options. No
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Two main 'classes', basically: Diplomat or Tactician.
  • (Story) Unique items are in the game or can be made. No
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. No
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes -- The scouting skill is used in finding stuff for your party.
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes -- Scholars have a buff ability.
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes -- Camping is an important part of the game.
  • Stats can limit in some way what you can equip or carry. Yes -- Character level determines what equipment your followers can wear.
  • You can control party members or pets like your main character. Yes -- Yes/no. In combat you control only your followers, in dialogues only your main character.
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. Yes -- Your followers, not your main character.
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. No
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes -- Eating is required, hunting for food is part of the gameplay.
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. Yes
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. No
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes -- The scouting skill is used in finding stuff for your party.
  • (Story) You can find and recruit new party members or tame pets. Yes
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes -- Limited and mostly indirectly.
  • You can break or destroy items. Yes -- In combat, barricades can be destroyed.
  • You can repair items. No
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. No -- It looks limited, but there isn't that much you can put in it and there's no inventory management.
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes -- Creatures can appear randomly (during the night or in an ambush), but it always makes sense.
  • At least some encounters are random (➙ you don't always know what's coming.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) Yes
  • Time affects the game world (➙ e.g. some things are only available at night.) Yes
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes -- Your main abilities can make quite a difference.
  • (Character) Char development choices can affect available dialogue options. No
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Two main 'classes', basically: Diplomat or Tactician.
  • (Character) Unique items are in the game or can be made. No
  • (Exploration) You can find and recruit new party members or tame pets. Yes
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. Yes
  • You can have conversations with party members or take care of pets. Yes
  • There are many side quests. No -- Some side quests, but not many.
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. No -- You could also say yes, but it's very abstract in that it is only described in story fragments.
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. Yes
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. No
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) No
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. No
  • You can get a good sense of space (➙ e.g. there is a grid.) Yes
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) Yes
  • Terrain can be manipulated (➙ e.g. you can create barriers.) Yes
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) Yes
  • There can be zones or items on the battlefield that reward units who get there in time. No -- Not really, but you usually need to find or create good defensible positions quickly.
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) No
Scenarios
  • Combat can be avoided through dialogue. Yes
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. Yes
  • Decisions on the battlefield have character development consequences. Yes -- Your followers can get injuries that need to be treated for a few days.
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.61 : 0.83 : 0.84
Gameplay Focus: Choice : Interactivity : Immersion = 0.73 : 0.76 : 0.78
Combat Focus: Units : Environment : Scenarios = 0.70 : 0.70 : 0.86


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Slow
  • FC3: Is there auto-leveling of some sort? No
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? N/a
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? Yes
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Much
  • FE6: How much looting is in the game? Little
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? No
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Intuitive
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Normal -- Good challenge on normal difficulty.
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Little
  • FD5: How good is the AI? Good
  • FD6: How much handholding is there? Some
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? No
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Good
This fact sheet was created using CRPG Analyzer 1.02 Beta.

Although some CRPG elements are rather abstract, the game offers lots of exploration, choice & consequence in the story and challenging tactical combat.
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486

Wizardry 8


game-225.gif
Classification: CRPG

Design: Gritty, High Fantasy, Sci-fi, W-RPG
Theme: Good vs. Evil
Setting: Alternate World, Medieval, Futuristic
Combat Style: Turn-based
Reward System: Experience, Training
Play Style: Single-player
Point of View: 1st-person
Color Palette: Realistic
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Free-form
Playtime: Over 60 hours
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. Yes
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Wizardry 8 is a CRPG.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. Yes
  • You can choose a gender. Yes
  • You can choose looks or voice. Yes
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. Yes
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. Yes -- Max primary attributes unlock expert skills.
  • Character classes or development paths can be changed during the game. Yes
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. No
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. No
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes
  • Stats can limit in some way what you can equip or carry. Yes
  • You can control party members or pets like your main character. Yes
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. Yes
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. No
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. No
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. No
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. No
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. No
  • (Story) You can find and recruit new party members or tame pets. Yes
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes
  • You can repair items. No -- There's a broken bridge you can repair, but that's it.
  • You can move items. No
  • You can combine or disaggregate items. Yes -- You can create gadgets and mix potions.
  • You can gather pieces of flora or fauna for later use. Yes -- Ingredients for potions are items you can pick up.
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) No
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) Yes
  • Time affects the game world (➙ e.g. some things are only available at night.) Yes
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. Yes
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) No
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. Yes
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. No
  • The game features fitting music (➙ atmosphere is enhanced.) Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) No
  • You can control at least six characters. Yes
  • Your characters are specialized (➙ different battlefield roles.) Yes
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) No
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) Yes
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) Yes
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) No
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) No
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. Yes
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.80 : 0.76 : 0.84
Gameplay Focus: Choice : Interactivity : Immersion = 0.90 : 0.76 : 0.78
Combat Focus: Units : Environment : Scenarios = 0.80 : 0.50 : 0.43


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Some
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? Yes
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Ok
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Hard
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? Yes
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Not so good -- Combat is very slow without a mod.
This fact sheet was created using CRPG Analyzer 1.02 Beta.

Classic party- and turn-based first-person CRPG with lots of depth. We don't even have a subcategory that would fit. Perhaps "Classic" is one in itself, but how would it be defined?

This review was actually a bit difficult, because I forgot so much about the game and had to consult FAQs a lot. It really helps if a game is fresh (or firmly imprinted, like in dte's case) in your memory.
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486

Gothic


game-21.gif
Classification: CRPG Subgenre
Subgenre: Open World, Action

Design: Gritty, Low Fantasy
Theme: Good vs. Evil
Setting: Alternate World, Mountains & Hills, Medieval
Combat Style: Real-time
Reward System: Experience
Play Style: Single-player
Point of View: 3rd-person
Camera: Tracking
Color Palette: Subdued
Control: AI Control
Voice Acting: Fully Voiced
Character Backstory: Predefined
Playtime: 40-60 hours
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes -- Single male character.
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, ...) Yes
  • MC3: You can equip items to enhance character stats or abilities Yes
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, ...) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary -- the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. No -- Character development happens during gameplay.
  • SC2: Pre-planning is required for character development Yes
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, ... appropriate to the game's setting) Yes
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, ...) Yes
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, ...) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, ...) Yes
  • SS2: You can make choices in those interactions. Yes
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, ...) Yes
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, ...) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes -- No level scaling.
Gothic belongs to a CRPG Subgenre. See tags below.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. No -- You play as the Nameless Hero.
  • You can choose a gender. No
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. Yes
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. No -- A few weapon types and basic armor upgrades.
  • Lots of different spells or abilities are available. Yes -- Several spells, not so many different abilities.
  • Abilities can unlock or block others or branch. No
  • Character classes or development paths can be changed during the game. Yes
  • You can have pets as party members. No
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. Yes
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Three different paths / guilds (melee, ranged, magic).
  • (Story) Unique items are in the game or can be made. Yes -- Every weapon looks and feels pretty unique.
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. No
  • Your character's stats can be modified by using spells or abilities. No
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes
  • Stats can limit in some way what you can equip or carry. Yes
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. Yes
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, ...) Yes
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes
  • You understand how your character and quest fit within the overall game world. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. Yes
  • You can return to previously visited locations. Yes
  • There are few artificial borders, rare level loading. Yes
  • There are interesting and helpful things to buy with your money (➙ e.g. trade for better equipment.) Yes
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes
  • (Story) You can find and recruit new party members or tame pets. No -- Some NPCs can join you temporarily.
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can gain money. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes
  • You can repair items. Yes
  • You can move items. No
  • You can combine or disaggregate items. No
  • You can gather pieces of flora or fauna for later use. Yes
  • You can craft or customize equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. No
Immersion
  • There is a place you can call home. No -- There is if you count one of the camps as your home ...
  • You can explore lots of unique, beautiful and interesting locations. Yes
  • Locations can evolve or change (➙ e.g. town / destroyed town.) Yes
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ generally they don't randomly pop up) Yes
  • At least some encounters are random (➙ you don't always know what's coming.) Yes
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Items are thoroughly and interestingly described. No
  • Time is measured (➙ e.g. there is a day/night cycle.) Yes
  • Time affects the game world (➙ e.g. some things are only available at night.) Yes
  • The economy is balanced (➙ collecting money never becomes pointless.) Yes
  • There are realistic gameplay sound effects (➙ e.g. combat sounds) Yes
  • There are interesting and immersive background sound effects. Yes
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) Yes
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. Yes
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. Yes
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Different classes and alignments offer noticeably different experiences (➙ high replayability.) Yes -- Three different paths / guilds (melee, ranged, magic).
  • (Character) Unique items are in the game or can be made. Yes -- Every weapon looks and feels pretty unique.
  • (Exploration) You can find and recruit new party members or tame pets. No -- Some NPCs can join you temporarily.
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. Yes
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. Yes
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, ...) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. Yes
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) No
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
  • The game features fitting music (➙ atmosphere is enhanced.) Yes -- Very atmospheric music!
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) Yes -- Enemy aggro radius depends on your character's level.
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) No -- Just one character means just one battlefield role.
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. No
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) Yes
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. Yes
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No -- It plays a role when pickpocketing, but not in combat IIRC.
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) Yes
  • Terrain can be manipulated (➙ e.g. you can create barriers.) No
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) Yes -- Ranged combat is much safer form an elevated position that can't be reached easily.
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) Yes
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". No
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. No
  • There are memorable bosses. No
Roleplay Focus: Character : Exploration : Story = 0.68 : 0.85 : 0.89
Gameplay Focus: Choice : Interactivity : Immersion = 0.73 : 0.80 : 0.88
Combat Focus: Units : Environment : Scenarios = 0.70 : 0.60 : 0.29


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Balanced
  • FC3: Is there auto-leveling of some sort? No
  • FC4: Is the character advancement process satisfying and rewarding? Yes
  • FC5: Is the magic system (if included) well-balanced? Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? No
  • FE3: Are there quest markers? No
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Some
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? Yes
  • FS2: How linear is the game? Network-like
  • FS3: How would you rate the suspense? Ok
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Some
  • FF2: Grinding: Is filler combat necessary to develop your character? Yes
5. Interface

  • FX1: How often is gameplay interrupted with loading? Rarely
  • FX2: How would you rate the game's interface? Ok
  • FX3: Is it easy to understand and evaluate how items compare to each other? (➙ e.g. which weapon does the most damage?) Yes
6. Difficulty

  • FD1: How difficult is the game? (➙ normal = challenging without being exasperating) Hard
  • FD2: Can difficulty be adjusted? No
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Medium
  • FD6: How much handholding is there? Little
7. Gameplay Features

  • FG1: Are there Easter Eggs? Yes
  • FG2: Are there minigames? Yes
  • FG3: How is the overall pacing? (➙ good: game is not over too quickly, neither does it drag) Good
This fact sheet was created using CRPG Analyzer 1.02 Beta.

Very immersive Action CRPG with relatively limited character development.
 
Last edited:
Joined
Aug 30, 2006
Messages
3,486

Joe Dever's Lone Wolf HD Remastered


game-795.gif
Classification: CRPG
Subgenre: Adventure

Design: Gritty, Low Fantasy
Theme: Hero's Journey
Setting: Alternate World, Medieval
Combat Style: Time-based turns
Reward System: Experience
Play Style: Single-player
Point of View: 3rd-person
Camera: Tracking
Color Palette: Subdued
Control: Full Control
Voice Acting: Partially Voiced
Character Backstory: Mostly predefined
Playtime: 20-40 hours
Funding model: Publisher





I. Defining Features


The three core categories Character Development, Exploration and Story that need to be applied and quantified to determine if an interactive computerized game can be labeled as a Computer Role Playing Game (hereafter referred to as CRPG) are listed to show the necessary component elements and qualifying factors.

Any proposed or purported CRPG must contain all three core categories and their essential necessary Must Have conditions fulfilled to achieve the (minimal) CRPG status.

These core categories must maintain some form of progressive nature that will improve from when the game starts and leads to a conclusive game ending.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • MC1: You can control and role-play one or more unique characters (➙ avatar or party, not only uniform units.) Yes
  • MC2: You can progressively develop character stats or abilities (➙ e.g. through an in game value (usually exp. points) gained by quests, exploration, conversation, combat, …) Yes — Primary stats will be enhanced more if you have used them more after each chapter
  • MC3: You can equip items to enhance character stats or abilities Yes
  • MC4: Stat checks are required (➙ you need to develop your character in order to progress and finish the game) Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • ME1: You can find new locations Yes
  • ME2: You can find and collect items (➙ There is an inventory. There must be more item types than quest items, weapons, ammunition or consumable stat boosters) Yes
  • ME3: You can find information sources (➙ e.g. NPCs, entities, objects that provide info) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • MS1: You can get information from information sources (➙ e.g. hints, goals, quests, skills, spells, training, …) Yes
  • MS2: You can follow quests (➙ there is at least one main quest) Yes
  • MS3: You can progress through connected events while playing your character's role. Yes
Each core category and the auxiliary category Combat also have related Should Have conditions; the reviewer should make a comment if a sub list item is not fulfilled. Should one or more (SH) not be fulfilled the game is most likely a special CRPG (see Tags) or a CRPG light.

If all (SH) are fulfilled too there's no further discussion necessary — the game is a true CRPG.

1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • SC1: You can create your characters. Yes — You can play 'your version' of the Lone Wolf and select your skills
  • SC2: Pre-planning is required for character development Yes — Not all skill combinations work well together…
  • SC3: Tactical use of abilities is required (➙ primary means of problem solving, gameworld interaction and overcoming challenges. The player's physical coordination skills are secondary.) Yes — The combat is very challenging - a good tactic is necessary, but some twitch skills as well for QTEs
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • SE1: You can find NPCs (➙ non-player characters who you can interact with.) Yes
  • SE2: You can choose a path (➙ there is at least some branching.) Yes — branching all the way(on a local level)
  • SE3: You can interact with the game world (➙ e.g. you can pull levers, push buttons, open chests, hack computers, … appropriate to the game's setting) Yes — open chests and doors
  • SE4: The gameworld can affect your characters' conditions or circumstances such that you have to learn and adapt to overcome these challenges (➙ e.g. weather, traps, closed doors, poisoned areas, …) Yes — poison, mental traps etc.
  • SE5: Inaccessible areas can be reached due to character enhancements or by solving quests or puzzles (➙ e.g. unlock locked areas, overcome obstacles, repair bridges, dispel barriers, …) Yes
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • SS1: You can interact with information sources (➙ e.g. NPC conversations, riddle statue questions, …) Yes
  • SS2: You can make choices in those interactions. Yes — This game is series of choices with consequences
  • SS3: Some of those choices have consequences. Yes
  • SS4: Thinking is required in order to progress (➙ e.g. irreversible choices, moral dilemma, riddles, …) Yes — There are quite a few irreversible choices
  • SS5: The story is influenced by your decisions and your characters' actions and stats or abilities. Yes
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • SF1: Combat is influenced by character stats or abilities (➙ e.g. amount of damage, chance to hit, weapon access, …) Yes
  • SF2: Combat involves random elements (➙ e.g. game internal dice rolls.) Yes
  • SF3: Combat provides some challenge (➙ e.g. requires preparation, use of tactics or environment.) Yes
Joe Dever's Lone Wolf HD Remastered is a CRPG.


II. CRPG Elements


Optional elements are listed in the Nice to Have (NtH) list. With it you get precise information which optional CRPG elements are implemented in the game. A general game info questionnaire is added too, to do some rating.

Choice
  • You can name your characters. No
  • You can choose a gender. No
  • You can choose looks or voice. No
  • You can choose or create through play your own class, profession or race. No
  • You can choose traits, alignment or disposition. No
  • You can choose abilities. Yes
  • You can choose spells. Yes
  • You can modify primary stats. Yes
  • Lots of different equipment is available. Yes
  • Lots of different spells or abilities are available. Yes
  • Abilities can unlock or block others or branch. Yes
  • Character classes or development paths can be changed during the game. No
  • You can have pets as party members. Yes
Interdependence
  • (Story) Character stats can change NPC disposition towards the PC. No
  • (Story) Stats, abilities or spells can affect available dialogue options. Yes
  • (Story) Unique items are in the game or can be made. Yes
  • (Exploration) Stats, abilities or spells can affect available paths through the game world. Yes
  • (Exploration) Stats, abilities or spells can affect the amount of things you can see, find or know in the world. Yes
Interactivity
  • You can create combos with spells or abilities. Yes
  • Your character's stats can be modified by using spells or abilities. Yes
  • Your character's afflictions can be cured by using spells or abilities. Yes
  • You can rest or sleep. Yes
  • Stats can limit in some way what you can equip or carry. No — You can carry 3 containers that can be enhanced
  • You can control party members or pets like your main character. No
Immersion
  • You need to specialize (➙ can't have everything.) Yes
  • You can create or choose a background story for your character. No
  • You can tweak your character lots of times over the whole game. No
  • You can wear normal clothes, not only armor. No
  • Factions provide prizes for your deeds (➙ e.g. houses, medals, ranks, …) No
  • Magic is in the game in some form. Yes
  • Your characters can be afflicted with negative status effects (➙ e.g. diseases, fatigue, etc.) Yes
  • Your characters can eat or drink. Yes
Choice
  • You can follow different paths to reach a goal. Yes
  • You can reasonably go where you want. No
  • You can return to previously visited locations. Yes — But very limited.
  • There are few artificial borders, rare level loading. No
Interdependence
  • (Character) Char development choices can affect available paths through the game world. Yes
  • (Character) Char development choices can affect the amount of things you can see, find or know in the world. Yes
  • (Story) You can find and recruit new party members or tame pets. No
  • (Story) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Story) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • You can collect items (➙ there is an inventory.) Yes
  • You can trade items for currency and better equipment. Yes
  • You can interact with items. Yes
  • You can break or destroy items. Yes
  • You can repair items. Yes
  • You can move items. Yes
  • You can combine or disaggregate items. Yes
  • You can gather pieces of flora or fauna for later use. Yes — You find things like this by looting
  • You can craft equipment, spells or items (➙ e.g. alchemy.) Yes
  • Inventory size is limited. Yes
Immersion
  • There is a place you can call home. No
  • You can explore lots of unique, beautiful and interesting locations. No
  • Locations can evolve or change (➙ e.g. town / destroyed town.) No
  • There are non-hostile creatures (➙ e.g. wildlife.) Yes
  • Types of creatures make sense in the area they are encountered in. Yes
  • Creatures are wandering persistently (➙ no random encounters.) No
  • Looting makes sense (➙ no shield on a dead wolf.) Yes
  • Time is measured (➙ e.g. there is a day/night cycle.) Yes
  • Time affects the game world (➙ e.g. some things are only available at night.) No
Choice
  • You can reasonably do what you want when you want to do it (➙ quest order doesn't matter much.) No
  • Some quests depend on each other. Yes
  • Some quests rule others out. Yes
  • Quests can be solved in more than one way. Yes
  • You can join factions, though not all at the same time. No
  • You can make moral choices (or romance choices.) Yes
Interdependence
  • (Character) Character stats can change NPC disposition towards the PC. No
  • (Character) Char development choices can affect available dialogue options. Yes
  • (Character) Unique items are in the game or can be made. Yes
  • (Exploration) You can find and recruit new party members or tame pets. No
  • (Exploration) Exploring off the beaten path yields rewards, e.g. optional quests, secrets or interesting locations. Yes
  • (Exploration) You can visit and make use of social locations (➙ e.g. taverns, inns, marketplaces.) Yes
Interactivity
  • Dialogue is fleshed out (➙ there are multiple options in one conversation.) Yes
  • There is more than one game ending. No
  • You can have conversations with party members or take care of pets. No
  • There are many side quests. No
  • State of the game changes in accordance with the player's actions. Yes
  • You can solve or create conflicts between factions. No
Immersion
  • Lore is provided (➙ context, faction rules, laws, history, …) Yes
  • There are different factions (➙ races, groups, guilds.) Yes
  • NPCs or party members are well developed (➙ expansive background stories, etc.) Yes
  • NPCs or party members interact with each other. Yes
  • NPCs have schedules. No
  • There are surprises and twists. Yes
  • The storyline is character-driven (➙ character development within the narrative.) Yes
  • There is a proper ending or sense of closure. Yes
  • There are memorable antagonists. Yes
  • Your main character is defined. Yes
Units
  • Combat can be avoided due to stats (➙ e.g. enemies flee) Yes
  • You can control at least six characters. No
  • Your characters are specialized (➙ different battlefield roles.) No
  • Enemies are specialized (➙ require different tactics.) Yes
  • Resource management is necessary. Yes
  • Units have multiple attack options. Yes
  • Delayed attacks are possible (➙ e.g. counterattacks, attacks of opportunity, etc.) Yes
  • Movement-focused special abilities are available. Yes
  • Units have multiple resistance options (➙ e.g. armor, elemental resistance, etc.) No
Environment
  • Combat can be avoided through sneaking or gameworld manipulation. Yes
  • You can get a good sense of space (➙ e.g. there is a grid.) No
  • Combat can start at variable distances. No
  • Directional facing plays a role (➙ e.g. more damage from behind, flanking.) No
  • Terrain is variable (➙ e.g. natural choke points, cover, combat bonuses.) No
  • Terrain can be manipulated (➙ e.g. you can create barriers.) Yes
  • There are elevation effects (➙ e.g. combat bonuses from higher grounds.) No
  • There can be zones or items on the battlefield that reward units who get there in time. No
  • There can be Zones of Danger on the battlefield (➙ e.g. environmental damage.) No
Scenarios
  • Combat can be avoided through dialogue. No
  • Combat can have different win scenarios (➙ e.g. keep NPC alive, defend town.) Yes
  • Combat can have side objectives aside from "win/loss". Yes
  • Characters don't die immediately but can be revived during combat. No
  • Decisions on the battlefield have character development consequences. Yes
  • There are memorable bosses. Yes
Roleplay Focus: Character : Exploration : Story = 0.59 : 0.71 : 0.68
Gameplay Focus: Choice : Interactivity : Immersion = 0.57 : 0.73 : 0.63
Combat Focus: Units : Environment : Scenarios = 0.67 : 0.22 : 0.67


III. Fun Features


1. Character Development
Describes ways to create, change or enhance your characters in order to increase their effectiveness in the game.
  • FC1: Are there useless skills? No
  • FC2: How would you rate character progression? Slow
  • FC3: Is there auto-leveling of some sort? Yes
2. Exploration
Includes how you can move through the game world, as well as everything you can find, see, manipulate or interact with, like locations, items and other objects.
  • FE1: Is Auto-Mapping available? Yes
  • FE2: Is Fast Travelling available? Yes
  • FE3: Are there quest markers? Yes
  • FE4: Is there a quest compass? No
  • FE5: How much realism is there? Balanced
  • FE6: How much looting is in the game? Some
3. Story
Concerns all narrative elements like setting, lore, plot, characters, dialogue, quests, descriptions, storyline(s) and similar, including how you can interact with them.
  • FS1: Does the story follow cliched paths? No
  • FS2: How linear is the game? Linear — Linear, but with some branches and backtracking
  • FS3: How would you rate the suspense? Gripping
  • FS4: Are there pre-selected options? (➙ Choice is reduced.) No
4. Combat (Meta)
Describes how combat (or more general: conflict resolving) corresponds to elements of Character Development, Exploration and Story.
  • FF1: How much fighting is in the game? Much
  • FF2: Grinding: Is filler combat necessary to develop your character? No
5. Interface

  • FX1: How often is gameplay interrupted with loading? Often
  • FX2: How would you rate the game's interface? Intuitive
6. Difficulty

  • FD1: How difficult is the game? Hard
  • FD2: Can difficulty be adjusted? Yes
  • FD3: How balanced is trading? Good
  • FD4: How much reloading is necessary to beat the game? Some
  • FD5: How good is the AI? Good
  • FD6: How much handholding is there? Some
7. Gameplay Features

  • FG1: Are there Easter Eggs? No
  • FG2: Are there minigames? Yes
This fact sheet was created using CRPG Analyzer 1.01 Beta.

Conclusion:

Joe Dever's Lone Wolf HD Remastered is a PC conversion of an interactive gamebook. The gameplay consists of the following major elements:

  1. You read the story (lots of text!)
  2. You have to make a lot of choices and decide which skills you use in each scenario
  3. Often this will lead to combat situations; depending on your choices before the battle your starting conditions may vary. (BTW: Only during combat your character is acting on screen, everything else is interactive text,world map, pictures and short movie sequences!)
  4. On an interactive map you can choose which location you want to explore next
At some locations you can rest, repair or enhance your gear or buy some new items.
At the global level the game is linear. But at the local level each of your many decisions has consequences for the next step.
The very challenging time based combat is working with cool-downs for each skill, you have limited resources for health, stamina and mana. Skills use resources and you have to evoke them with "quick time actions" for which you need some mouse twitch skills.
Some mini games for opening chests and doors are implemented as well.
Character progression is somewhat limited, and your stats are automatically enhanced after each chapter by the game depending on the skills you have used before, so I put this game into the subgenre Adventure
With crafting you can enhance your gear, if you have bought or looted enough resources.

A great Adventure CRPG with interesting gritty storytelling, lots of c&c and characters that you'll remember!
 
Last edited by a moderator:
Joined
Oct 18, 2006
Messages
19,818
Location
Germany
HiddenX, I added Lone Wolf HD to our DB and put your review in there. You should now have the game listed in your analyzed games section so you can load and modify it if you need to. Still don't have a "conclusion" field though.

Would you mind if I put your conclusion in our DB as the game's description?
 
Joined
Aug 30, 2006
Messages
3,486
I mentioned our checklist over there in the comments. Lacking time CRPG Addict gave a short reply but hinted that he'd elaborate at some point.

I think we have most of the points from his list covered in some way, although some may require further consideration for our Nice-to-Have list. Sound effects, for example, is something we haven't really mentioned anywhere.
 
Joined
Aug 30, 2006
Messages
3,486
Here are things from that list which I think we don't have covered yet (I guess we took most of these for granted) and could add:

Nice to Have

Exploration
(Choice)
- Game has wide variety of weapons, armor, and accessories to buy, find, wield, and wear

Exploration
(Interactivity)
- Game gives you monetary rewards for killing creatures/solving quests
- There are interesting and helpful things to buy with your money (You can trade items for currency and better equipment.)
- (You can craft equipment, spells or items) -> or customize

Exploration
(Immersion)
- Fun and realistic gameplay sound effects
- You never reach a point in which collecting money becomes pointless

Story
(Interactivity)
- Replayability: different experiences for different classes and alignments
- NPC Interaction advances the plot of the game
- PC learns things about the game world from NPCs

Story:
(Immersion)
- Interesting and immersive background sound effects
- Well-acted, spoken NPC dialog
- Music (?)
- Foes are well-described in game world

Character/Story
(Interdependence)
- Game features side quests that offer opportunities for character building
- Side quests have opportunities for role-playing
- You understand how your character and quest fit within overall game world

Exploration/Story
(Interdependence)
- Items are thoroughly and interestingly described



Fun Features / No Idea
- Game has the right level of difficulty: challenging without being exasperating
- Overall pacing is good; game is not over too quickly, neither does it drag
- Graphics are not distractingly bad
- Game makes it easy to understand and evaluate how items compare to each other (e.g., which weapon does the most damage)
- Items are at least partly randomized within game world
- Combat offers opportunities for role-playing
- Magic system (if included) is well-balanced
- Game has some level of random encounters so that you never know what's coming
- Areas respawn at some point after they are cleared
- Characters are rewarded for combat and quest-completion
- Character advancement process is satisfying and rewarding
 
Joined
Aug 30, 2006
Messages
3,486
Back
Top Bottom